Difference between revisions of "Movable Static"
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→MovableStatic Dialog: Copied + pasted information about Obstacles; couple of grammar fixes
imported>Henning |
imported>PoHa! (→MovableStatic Dialog: Copied + pasted information about Obstacles; couple of grammar fixes) |
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*'''Model:''' Displays the model for this object. | *'''Model:''' Displays the model for this object. | ||
**'''Edit:''' Chooses the model for this object. | **'''Edit:''' Chooses the model for this object. | ||
*'''Edit Destruction Data:''' Sets the damage states if an object is | *'''Edit Destruction Data:''' Sets the damage states if an object is destructible. | ||
*'''Looping Sound:''' Sets the sound played for this object. | *'''Looping Sound:''' Sets the sound played for this object. | ||
*'''Flags:''' | *'''Flags:''' | ||
**'''Quest Item:''' If checked, item is not cleaned up when a cell is reset (and are not cleared from reset inventories) and warning will appear in the editor that item is a quest object before performing operations on it. | **'''Quest Item:''' If checked, item is not cleaned up when a cell is reset (and are not cleared from reset inventories) and warning will appear in the editor that item is a quest object before performing operations on it. | ||
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in | **'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in sync. | ||
**'''Obstacle:''' | **'''Obstacle:''' Check this box if the object is an obstacle. Actors cannot path across obstacles in the Navmesh. | ||
**'''On Local Map:''' If checked, the item is seen on the local map in-game. | **'''On Local Map:''' If checked, the item is seen on the local map in-game. | ||
[[Category:WorldObjects]] | [[Category:WorldObjects]] |